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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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July 18th, 2010, 23:25 Posted By: wraggster
News/release from mjsdude
Well since this is such an old project I feel that I wil not continue it and add things that I expected. I will finally just call it finished. I guess this holds the record for longest time spent on a dsgm game lol. Anyway's here it is.
Oh Also this only has black unless you select colors with the GH pad.
You hold the colors down while drawing.
Select Clears the Screen
Yellow Held Down is Random Colors.
1 major thing I learned from this project is dont plan to big.
Most of you probably weren;t even here when it started. lol
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July 18th, 2010, 23:16 Posted By: wraggster
News/release from padnoter
Hi,
Attached is my first DS app. It's a file manager for managing homebrew files on your DS card. It's most useful feature is that it allows you to transfer files from your PC to your DS card via your home wifi (thanks to Pete Lockwood for help on this bit) - this was the main reason I developed it - I got fed up unplugging microSD cards all the time
.
You can navigate folders/rename/delete/move files/create directories etc.
Via nifi you can send files from one DS to another.
There are some config options to setup when you run it, to set;
root dir (hopefully will allow other DS type cards to use this - I use R4s)
PC ip address (for PC->DS comms)
Wifi AP (default wifi access point)
There are some screenshots on my website - www.greenacorn.co.uk (go to NDS section & look for FileManager article)
To use the PC->DS wifi transfer you will need the files in the 2nd attachment (PCwififiles.zip), this include executables for the PC along with C/C++ source if you want to compile yourselves. The files named copy2nds.* are for ubuntu, the send_to_ds*/main.cpp is the windows version. For windows you drag a file onto the .exe to run the PC side. For ubuntu use the shell script which will send the .nds file from the current directory (you will need to edit the dir named in the .sh for where you place the .exe file)
It will run under the no$gba emulator - but wifi/file functions won't work, so not v. useful, apart from viewing the screen.
Hope it's useful to someone.
Cheers
pn
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July 18th, 2010, 23:00 Posted By: wraggster
News/release from hoitjuh55
Hello everybody,
Last month I made a new DS program. It's called RouteBoards.
It will show you exit/intersection boards that are on a route you made yourself!
Usage:
1. Make your own boards and routes on your PC (Windows only).
First you have to make boards with RouteBoardsDB and put them in correct order (with a direction) with RouteBoards Editor.
RouteBoards Editor will generate the routes and a file calles Routes.sav (output dir is db/).
2. Upload the boards and routes to your flashcard.
Second you have to upload the boards and routes in a specific directory on your flashcard.
Routes (.rbr) and Routes.sav: FAT:/RouteBoards/route/
Boards (.dbe): FAT:/RouteBoards/db/
3. Open the routes on your DS.
Start RouteBoards on your DS and select a route. Now you can scroll through the boards!
In RouteBoards you can also set the brightness and the background (one for day and one for night).
In the package (.zip) are two example routes.
Suggestions are welcome.
- hoitjuh55
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July 18th, 2010, 22:56 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres todays news:
This is mostly a fix version after the somewhat buggy version 0.20. This version includes the finished AdLib emulation, and I fixed the problem introduced in 0.20 with the Direct SB mode where the start of the BIOS F000 segment was overwritten with corrupt data. This version also has a lot more of the opcodes refactored to use the new more robust memory handling, which also means that this version will run slower than the previous version. Norton SysInfo tells that this version runs at 9.9 times original PC, while the version before any of these internal changes ran at 11.5 times original PC. I am still not even half way done with the internal refactoring, so the next version might still be slower, until I get all the refactoring done and can again start optimizing things.
I spent about half my time working on the internal refactoring, and the other half with debugging and testing programs that behaved badly in the previous version. Here is a list of the specific programs I tested and the changes they required, where applicable.
Adventures of Robin Hood needed a better Stack Pointer handling.
Silpheed needed refactored string opcodes, which are now mostly done. The common REP MOVS and REP STOS variants now use the new improved memory access handling, while the less common REP SCAS and REP CMPS, and the really rare REP INS and REP OUTS still use the old method. I also fixed a problem in the internal debugger and a rather nasty bug in the port input emulation that could crash DSx86 completely, both of which happened with Silpheed. It should now run pretty much perfectly, including the complete intro.
SimAnt also needed the refactored string opcodes, but this time for EMS memory handling. I have only played the tutorial game for a little while, but it runs at least that far without problems.
Catacomb gave an "Unsupported INT" call whenever a key was pressed. This was caused by it calling the original BIOS INT9 handler without pushing the flags, so when the INT9 call returned it popped flags from a location in stack that could contain whatever data. The data it popped happened to contain 1 in the bit that went into the CPU Trap Flag. So, the next opcode caused a CPU single step trap, which then caused an unsupported INT call when there was no handler for the single step interrupt. I fixed this problem by turning the Trap Flag back off and ignoring the Single Step interrupt when no handler is present.
Castle Master had stopped working in version 0.15. This was due to my improved Vertical Blank handling. I am still not quite sure why my swapping the Vertical Blank bit hanged Castle Master, but in any case I adjusted the Vertical Blank bit reporting once more. Now it reports Vertical Blank during DS hardware screen scanlines 128..191 (just before the real vertical blank interval). This seemed to still keep the horizontal smooth scrolling in Supaplex, but also allowed Castle Master to run. This fix should also help with the slow palette animation in History Line, and possibly other games.
F29 Retaliator needed quite a few JPE and JPO opcode hacks. It used those opcodes (which are not natively supported by DSx86, so I need to add game-specific code for each game that uses those opcodes) in several locations in the code, so I am still not sure I found and added them all. The game does get in-game fine now, though. Please send me debug logs if you get this game to drop into a debugger with "Unsupported opcode".
Operation Wolf had an unsupported EGA opcode in the demo game. I refactored this opcode to use the new memory handling, and the demo game seemed to perform fine. I couldn't figure out how to start the actual game, though, so I'm not sure if this game works properly yet.
Super Solvers: Challenge of the Ancient Empires! also had a problem with it needing a JPO opcode. I added support for this opcode at the start of the "India & China" part of the game, but haven't tested whether the problems in other parts were fixed by this also. Please send me a debug log if you still get opcode errors in this game.
Windows 3.0. This is perhaps the biggest new application that runs in this version. I had seen a YouTube video of someone testing Windows 3.0 on DSx86, and it seemed to report that "DOS version 3.1 or newer is required", which did not make much sense when DSx86 reports DOS 5.00 by default. So, I decided to install my old Windows 3.00a floppy disks in DOSBox and see what is going on with it in DSx86. Here is a list of the things I needed to fix to make Windows 3.0 run.
After Windows queried the DOS version (5.00) it proceeded to scan the low memory for a string "CON". When found, it looked for the three next occurences of this string in memory, and reported "Incorrect DOS version" if all three of these occurences were not at equal distance from each other. A rather peculiar check for a DOS version... Anyways, it found the text "CON" in the System File Table in DSx86, for stdin file handle, and also another instance in the table for stdout, but it didn't find a third instance, as there was none in DSx86. Well, normally there should be three instances, stdin, stdout and stderr, so I added the missing "CON" file into the System File Table, and Windows 3.0 progressed further.
The next problem was that it ran into a protected-mode opcode, which is not supported in DSx86 as it only emulates a 80186 processor. I tried to start Windows with "WIN /r" command, to force it to go into Real Mode, but that did not help, it still attempted to use the protected mode opcode. I then debugged the code before this opcode, and noticed that Windows 3.0 detects the CPU type it is running on by first shifting a register value 32 bits left. The old 8088/8086 processors did not mask the shift count, so when shifting a 16-bit register 32 bits, the result is always zero. Processors from 80186 onwards mask the shift count to 5 bits, so shifting by 32 bits is the same as shifting by 0 bits, so the original value of the registers stays intact. This was OK in DSx86, the register value stayed intact, so Windows 3.0 noticed it was not running on 8088/8086 processor. Next Windows 3.0 pushed the stack pointer, and checked whether the pushed value was the original stack pointer value. This is where DSx86 did not work as it should. My Turbo Assembler 3.0 Reference Guide states that 8086 pushed the decremented value, while processors from 80286 and up push the original value. It does not mention 80186 processor at all, so I had assumed it works like 80286. Now I found out that 80186 has the same bug as the 8086 processor, it pushes the already decremented value. I changed this, and got Windows 3.0 to load up fine. Hopefully this change does not break any games that might try to detect the processor type and want a 286 or newer processor.
Next I tried to make Windows 3.0 detect a mouse, but it looked like any other options besides PS/2 mouse makes Windows 3.0 go thru the serial ports and try to forcibly detect the mouse type connected to the serial port. So, I decided to look into finally emulating a PS/2 mouse as well. DOSBox was again quite a good reference for this, so after a few tries I got the PS/2 mouse emulation working. I haven't tested this in any other software besides Windows 3.0, so it might not work properly anywhere else, and there is also a risk that the normal mouse handling does not work any more in games that suddenly see a PS/2 mouse.
I fought for a long time with the touchpad mouse emulation, trying to match the position DSx86 thinks the mouse is at with the position where Windows 3.0 wants to display the mouse cursor. I think the biggest problem is that if the mouse moves more than a certain number of pixels per a single mouse interrupt, the move goes over the Doublespeed Threshold, and Windows 3.0 moves the mouse a double distance. This is pretty hard to take into account when just clicking around the screen, so instead of the Touchpad Mouse I focused on trying to make at least the D-Pad mouse working properly. After several tries and doublespeed threshold adjustments I finally got the D-Pad mouse to stay in sync between Windows and DSx86.
I also got annoyed with the awkwardness of moving the mouse out of the visible screen area in Zoom mode, and then having to scroll the screen, and then continue with the mouse movement, so now the screen scrolls automatically also in D-Pad mode when the cursor goes near the screen border. There is again a risk that this breaks some games, but I trust you will let me know if this happened. :-)
Anyways, I'm not quite sure how useful Windows 3.0 in Real Mode is, and I also haven't looked into how to enable EMS support in it (which I believe it should be able to use), but I'll let you testers experiment with it. I found one program that runs in Windows 3.0 Real Mode, Moontool by John Walker, so I immediately downloaded that and tested it, and indeed it runs fine also in DSx86. The Garbo Windows 3.1 Archives might also have some programs that run also in Windows 3.0, so feel free to test if you are interested.
Future plans
The internal refactoring continues, and as you might have noticed, this version is quite a bit smaller than the previous version. That is due to refactored code no longer requiring separate graphics and normal RAM opcodes, but instead only the memory handlers are separate. So even though the code size gets smaller, more and more "graphics opcodes" get supported by every refactoring change I do. I am looking forward to a point where I can get rid of the separate graphics opcode framework completely, as that will free several kilobytes of ITCM for other more beneficial use.
I also hope to finally look into the mouse emulation improvements during the next couple of weeks. Adding smoother screen scaling could also help some games, but the problem with that is that it takes a lot of CPU cycles, during which time no interrupts are sent to the running x86 program, so especially Direct SB audio would become pretty much unusable. But, I'll see what I can do about that. There are also many games remaining in the Compatibility Wiki that I should look at, so I don't think I will run out of things to do in DSx86 for a while yet. :-)
Thanks again to all of you for your interest in DSx86!
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July 18th, 2010, 22:52 Posted By: wraggster
News/release from a2h
ColumnsDS is a recreation of the Columns game from ages ago. It's still an alpha though, so it's incomplete and there'll probably be bugs. Although it doesn't look like it was designed in Paint in two seconds, mind you. Oh, how to play, you ask? It's pretty simple, just match up 3 gems either horizontally, vertically or diagonally.
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July 18th, 2010, 22:49 Posted By: wraggster
News/release from padnoter
Hi,
Attached is (playable) beta of a game called "IT".
Yes it's based on the kids' game of IT or Tag. But rather than DS generated opponents, this game is multi-player - so it needs to be loaded on to mulitple DSs... they will all connect with each other and then you can play the game against real opponents.
Use the keypad arrows to move around. Apart from just tagging the other player (the IT player is shown as on fire), you can also collect treasure for points.
I've tested on 3 DS all playing together. It can be played on a single DS, but there will be no one else to tag.... just treasure to collect & the map to explore.
It's still in "beta" but playable. The nifi works well (thanks to Pete Lockwood for showing me originally how to do this). Debug mode can still be enabled (press A) - which will give you all sorts of info on the top screen (X to rotate thru'). Press A again to disable it.
There are some screenshots on my website - www.greenacorn.co.uk (go to NDS section & look for "IT the game" article)
It will run under the no$gba emulator - but wifi functions won't work, so single player only.
Enjoy.
Cheers
pn
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July 18th, 2010, 21:15 Posted By: wraggster
WiiMC 1.0.5 released by Tantric and rodries.
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui
Features
Attractive libwiigui-based interface, designed with the Wii in mind
Most essential difference from MPlayer CE and the like: completely GUI based, fiddling .conf files should never be necessary (except for on-line media)
Picture viewer
Music player
On-line media support
FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
Network playback via SMB, HTTP, and FTP
Multi-language support: Chinese (Simplified and Traditional), Dutch, English, Estonian, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese (Brazilian), Romanian, Russian, Spanish
Changelog
1.0.5 - July 14, 2010
Synced to MPlayer r31641
Added volume control in Music area
Added option to hide DVD functionality from the UI
UTF-8 SMB support
Ability to use both USB ports (requires updated IOS 202 – WARNING: older versions of IOS 202 are NO LONGER supported)
Increase max SMB shares to 9
Fixed sleep timer
Added “Now Playing” to screensaver
Disable screensaver while slideshow is active
Increased video auto-play limit from 20 to 50
MMS support (thanks denper!)
Improved online stream display (thanks gazstone!)
New SHOUTcast support (WARNING: updating will overwrite your onlinemedia.xml to install new links – backup your old links if necessary)
Audio language setting
Jump to and highlight folder when going up one level
Highlight file when returning to menu
Save settings when power button is used
Added option to use static folder locations
Display parent directory beside Up One Level
Improved restore points behavior
Other miscellaneous improvements/corrections
Language updates
http://wiibrew.org/wiki/WiiMC
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July 18th, 2010, 21:14 Posted By: wraggster
Castles of Dr. Creep released by segra
Castles of Dr. Creep is a 1984 Commodore 64 game written by Ed Hobbs and published by Broderbund Software.
This project is an open source rewrite, allowing you to play the game using an image (D64) of the original disk.
Presently it can compile and play on both Windows, Nintendo Wii, and Linux (Ubuntu specifically has been tested).
SVN-270 Windows and Nintendo Wii Packages are now available for download
Wii WAD/Dol Version now available! (sound is buggy)
Options Menu is now implemented
Level selection is now done via the options menu, by pressing F1 during the intro (this does however limit the number of castles accessible)
Wii Instructions:
Depending on how you intend to launch the game, you need to Download atleast 'wii_SD_drcreep-270.zip'.
If you want to install it as a channel, you will also require 'Castles of Dr. Creep - REEP.wad'
wii_SD_drcreep is extracted to your SD Card (you also need to copy the D64 into the data folder, same as the other versions).
Download Here
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July 18th, 2010, 21:12 Posted By: wraggster
Yahtzwii 3.1 released by chris
It's Yahtzee for the Wii
Changelog
v3.1 14/07/2010
Added Spanish language support.
Fixed bug with undoing Bonus Yahtzees in Triple Yahtzee. (thanks Ricky de Jong)
Fixed error in displaying Triple Yahtzee highscores.
http://wiibrew.org/wiki/Yahtzwii
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July 18th, 2010, 21:09 Posted By: wraggster
Accio Hacks 0.9 released by James0x57
Downloads codes from the WiiRD Code Database to the SD Card then allows you to select the codes you want to use. Finally, it creates a gct file that Gecko OS or Gecko OS Mod can apply to the game.
Features
Download codes from the WiiRD Code Database.
Edit codes saved on the SD Card.
Turn On the codes and create gct file.
Self-Update if an update is available.
Shiny, easy to use user interface.
Automatically detects removal of SD Card.
http://wiibrew.org/wiki/Accio_Hacks
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July 18th, 2010, 21:08 Posted By: wraggster
libwiisprite 0.3.0d released by Arikado
libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics. libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries. libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library. All possible PNGs can be loaded, even the ones with an alpha layer, so you can get started immediately!
http://wiibrew.org/wiki/Libwiisprite
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July 18th, 2010, 21:06 Posted By: wraggster
Tantric has released a new version of his GBA/GBC/GB emulator for the Gamecube and Wii:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.8 - July 14, 2010]
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
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July 18th, 2010, 21:06 Posted By: wraggster
Tantric has released a new version of his GBA/GBC/GB emulator for the Gamecube and Wii:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.8 - July 14, 2010]
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
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July 18th, 2010, 21:03 Posted By: wraggster
News via http://emulatemii.com/wordpress/?p=367
In an effort to fix the classic controller pro analog stick ranges in WiiSX and Wii64, we’d like users to run this DOL and report back their findings via the comments button on this post. All values should be posted back here that are on screen, both calibrated and from moving the sticks, oh and don’t forget to mention the type of controller the data is for!
Thanks to everyone in advance
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July 18th, 2010, 21:01 Posted By: wraggster
Tantric has released a new version of his Snes emulator for the Gamecube and Wii
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x ( http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew ( www.wiibrew.org).
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| FEATURES |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| UPDATE HISTORY |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.1 - July 14, 2010]
* Improved audio timing
* Fixed 16:9 correction in Original mode
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Fixed issue with IPS patch files
* Hide non-ROM files
* Other minor improvements
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July 18th, 2010, 21:01 Posted By: wraggster
Tantric has released a new version of his Snes emulator for the Gamecube and Wii
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x ( http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew ( www.wiibrew.org).
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| FEATURES |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| UPDATE HISTORY |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.1 - July 14, 2010]
* Improved audio timing
* Fixed 16:9 correction in Original mode
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Fixed issue with IPS patch files
* Hide non-ROM files
* Other minor improvements
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July 18th, 2010, 20:57 Posted By: wraggster
Tantric has released a new version of his Nes emulator for the Gamecube and Wii
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PC's. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.3
* Open Source!
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.1.9 - July 14, 2010]
* Fixed 16:9 correction in Original mode
* Fixed PAL/NTSC timing switching issue
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
To read more of the post and Download, click here!
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